View Full Version : FfHII 0.11 Bugs


Chalid
May 19, 2006, 01:07 PM
Please post obvious Bugs and Crashes (including the last savefile before the crash, if the crash occures again on reload) here. If you find a bug please check if it already has been reported here.

And please no discussions in this thread, only bug reports. We hope it never reaches page 2. ;)

1.Bug: Orthus still appears more than once.

Frozen-Vomit
May 19, 2006, 03:20 PM
Played the first game as Kuriotates, things that i noticed:

- I can build Stone-Golem even though it is stated as Lurchiup unique unit

- The Pack of Nilhorn wondern doesn't say what it is doing (neither in tool tips nor in the civiliopedia)

- Some worker actions (build farm/cottage/pasture) are displayed twice in the sience advisor screen

- There was a error in the starting description of the civs i played (seems it couldnt find the correct leader name...)

... great mod!!

BeefontheBone
May 19, 2006, 03:20 PM
Spotted a bug already I'm afraid (nothing major, though). I started a new game (Play Now!) selected shuffle script and all random options apart from the leader name which I entered as Beefy, and got a problem with the text on the start game splash ("The Age of Ice is ended..." etc) - the text reads "%s3_leader, your time has come..."

There are quite a few grammatical errors in various bits of text I've seen too, which tends to interrupt the immersion for pedants like me. I'd offer to fix them for you but I don't have the free time at the minute - too many other cakes in the oven (or whatever that phrase is). You might be able to recruit some other pedants, though :)

Sina
May 19, 2006, 03:57 PM
I tried the mod out earlier and Orthus didn't spawn at all in my game.
I played as Ljosalfar (Thessa).

Kael
May 19, 2006, 04:06 PM
Please post obvious Bugs and Crashes (including the last savefile before the crash, if the crash occures again on reload) here. If you find a bug please check if it already has been reported here.

And please no discussions in this thread, only bug reports. We hope it never reaches page 2. ;)

1.Bug: Orthus still appears more than once.

K, its fixed.

Kael
May 19, 2006, 04:24 PM
Played the first game as Kuriotates, things that i noticed:

- I can build Stone-Golem even though it is stated as Lurchiup unique unit

Fixed.

- The Pack of Nilhorn wondern doesn't say what it is doing (neither in tool tips nor in the civiliopedia)

Fixed.

- Some worker actions (build farm/cottage/pasture) are displayed twice in the sience advisor screen

Yeah, thats because there are 2 versions of those abilities (the elves have a seperate set to make them in forests).

- There was a error in the starting description of the civs i played (seems it couldnt find the correct leader name...)

Im checking into this now.

BeefontheBone
May 19, 2006, 04:45 PM
Hmmm. My Galley doesn't appear to be able to enter coastal cities.

EDIT: Orcish Slave appears as a red blob rather than a model. And can't be put to sleep. It also displays the bottom part of the interface the same as whatever unit was last selected.

EDIT EDIT: The AI undervalues mana in trades, treating it the same as a health resource.

Kael
May 19, 2006, 04:50 PM
- There was a error in the starting description of the civs i played (seems it couldnt find the correct leader name...)

K, got that fixed.

Frozen-Vomit
May 19, 2006, 05:07 PM
Hmmm. My Galley doesn't appear to be able to enter coastal cities.

- have the same problem with caravels, they cannot enter harbors

- the tool tip for stone golems says that their strenght is 4, but the stone golems running around have strenght 6 :)

eekhoorn
May 19, 2006, 05:10 PM
Hmmm. My Galley doesn't appear to be able to enter coastal cities.

Had that as well, with my Galleon.

The game says Elven Archers still can plant forest, but unless I missed something, they can't?
Also, the Ancient Forest tiles don't really look like they're filled with forest (more like there's a few trees on a plain), dunno if that's a bug or a feature :p

There's also a lot of civilipedia entries missing, but I assume that's because this ain't the final version yet :)

That's about it for now, I'll do some more bughunting (= enjoying this wonderful mod :p) later :)

Teg_Navanis
May 19, 2006, 05:44 PM
http://img119.imageshack.us/img119/5843/civ4screenshot00033iq.th.jpg (http://img119.imageshack.us/my.php?image=civ4screenshot00033iq.jpg)

Teg_Navanis
May 19, 2006, 05:51 PM
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 707, in onCombatResult

NameError: global name 'caster' is not defined
ERR: Python function onEvent failed, module CvEventInterface

Chalid
May 19, 2006, 05:59 PM
EDIT EDIT: The AI undervalues mana in trades, treating it the same as a health resource.

Will be fixed with the SDK Modul AIBonusAndMana (already coded). General AI tweaks did not make it into 0.11.

Kael
May 19, 2006, 06:06 PM
Had that as well, with my Galleon.

The game says Elven Archers still can plant forest, but unless I missed something, they can't?
Also, the Ancient Forest tiles don't really look like they're filled with forest (more like there's a few trees on a plain), dunno if that's a bug or a feature :p

There's also a lot of civilipedia entries missing, but I assume that's because this ain't the final version yet :)

That's about it for now, I'll do some more bughunting (= enjoying this wonderful mod :p) later :)

I will check out the Galleons.

Elven archers cant build forests anymore. I'll change the startegy tags.

And yeah, I know their are a lot of missing strategy and pedia tags. Im not to worried about that yet, im more concerned with making sure things work and seeing what you guys think abotu the new features.

Kael
May 19, 2006, 06:07 PM
ERR: Python function onEvent failed, module CvEventInterface
Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 707, in onCombatResult

NameError: global name 'caster' is not defined
ERR: Python function onEvent failed, module CvEventInterface

Thank you, fixed. keep them coming.

Kael
May 19, 2006, 06:11 PM
http://img119.imageshack.us/img119/5843/civ4screenshot00033iq.th.jpg (http://img119.imageshack.us/my.php?image=civ4screenshot00033iq.jpg)

Thanks, fixed! :D

BeefontheBone
May 19, 2006, 06:16 PM
Oooh, just got a CTD when trading with an AI player for his world map (and some tech - my Sanitation for his Astronomy). Will see if it repeats when I load the autosave tomorrow.

Kael
May 19, 2006, 06:23 PM
Oooh, just got a CTD when trading with an AI player for his world map (and some tech - my Sanitation for his Astronomy). Will see if it repeats when I load the autosave tomorrow.

Please do, I would love to get some CTD's fixed.

felwar
May 19, 2006, 06:40 PM
Posted in the mod forums thread, but I had a bear gain a level and train combat 1 after defending against a skeleton. Is that supposed to happen now?

Kael
May 19, 2006, 06:44 PM
Posted in the mod forums thread, but I had a bear gain a level and train combat 1 after defending against a skeleton. Is that supposed to happen now?

Yeap, they are supposed to be able to level.

Nimai_R
May 19, 2006, 07:02 PM
Woops scratch that, but am I suposed to get those text_something_orc_unit messages under tips and such?

redradish
May 19, 2006, 07:10 PM
Hi, got a CTD when I end turn. Thought it might be a graphics problem with the port I finished building that turn but if you watch the city you can see the port appear just fine. File attached - hope this helps.

Silverkiss
May 19, 2006, 08:44 PM
Dont know if its my computer or if its suposed to be like this, but ancient forests seem to be out of the tile they are suposed to be.

The image:

http://img103.imageshack.us/my.php?image=civ4screenshot00016yv.jpg

loki1232
May 19, 2006, 09:08 PM
EDIT: Orcish Slave appears as a red blob rather than a model. And can't be put to sleep. It also displays the bottom part of the interface the same as whatever unit was last selected.


Same for me.

Also, charm person doesn't seem to work.

I think that the balseraph catapult should require you having cows.

WiegrafFolles
May 19, 2006, 10:05 PM
The Priest of Leaves' Bloom ability seems not to work...an animation and sound effect appear but it does not leave any visible forest.

EDIT: The ring of flames? (Fire spell lv 2?) does not appear to actually cause any damage, does it have a low accuracy rate or is it just not working? I tried it three times to no effect.

EDIT EDIT: There is no rollover tip for the Arcane or Summoner traits on the leader select screen.

H.GrenadeFrenzy
May 19, 2006, 10:48 PM
mud gollems won't do any tile work, automaticly or otherwise, tried all improvements and none work. woops seemed to be graphical they are working just no anamation.

jasper1
May 19, 2006, 11:17 PM
Below is a link to a pre save crash the screen goes black and then the game crashes next turn.

http://www.easy-sharing.com/444121/Jasper_2b AD-0086.Civ4SavedGame.html

Panda
May 20, 2006, 01:34 AM
The vampire governor concept appears to be broken. After building the governor's mansion, you can't assign a citizen to be a vampire governor.

ma.KaBre
May 20, 2006, 01:54 AM
Actually I am not sure if I should report this here but I'll give it a try ;)

I used the provided editor to change some handicap settings and when I wanted to export these I ended up with an error message within the VB-code.
On opening the debugger the following line was marked
Open "Assets/xml/gameinfo/CIV4HandicapInfo.xml" For Output As #1
Obviously the sheet wasn't able to open the respective file.
Going back to the "old" editor for 1.00 I saw some differences and changed it to the following:
Open ThisWorkbook.Path & "/Assets/xml/gameinfo/CIV4HandicapInfo.xml" For Output As #1
This allowed me to export the changes.
Actually the open-command is the same in the buttons on all sheets so these might need an update.

*begs not to be punished for posting this here as it is no real gameing bug*

onedreamer
May 20, 2006, 02:26 AM
dark elves and mercurians are not playable, but when I started a game they are both listed among the AI civs, with the leader "random". I didn't seem to find them on the map though, I think they might not be there. I can't check for sure because it's a multiplayer game.

update: they are there. I just can't play those civs though.

edit: I play a summoner civ and summoned a skeleton which is not vanishing. Not sure if the skeleton should go after 1 turn (3 for summoners) or not.

Frozen-Vomit
May 20, 2006, 02:28 AM
I don't know if this is intentional or a bug:

- Orthus seems pretty peacefull in this version (actually both of them are just sitting around in the city they were created in and wait for your first hero to butcher them. Even though they could have destroyed all my cities they just bothered to attack weak unit close to their city - then went back) (played on prince difficulty)

Chammadai
May 20, 2006, 03:00 AM
Bugs:

1. I can't see flags on units - they're all white so I have to hover the pointer over them to check to whom they belong
2. Some leaders greet me using vanilla's Isabella's text.
3. Race specific units upgrade to default units instead of their race (ex. orc spearman -> axeman, instead of orc axeman)
4. Alingment seem to be broken - they work only when one adopts a religion and before that everyone is 'neutral'.
5. The Spire wonder (aka the Spiral Tower) doesn't give any money - probably because all the temples aren't tagged as 'religious buildings) [as you may recall, there was this problem with Spiritual trait not halving the time of temple construction. You went around that but there's still problem with the wonder]
6. How do walls work? I built a pallisade and it didn't increase my city's defence at all. The same was with a wall and a wall of stone (spell). Are they broken or do they work in a more mysterious way than in vanilla?
7. One more thing: religion specific heroes (and I'd believe other as well) can get The Cult of the Dragon promotion. It was amusing when I found out my Rosier the Fallen followed both the Cult and Ashen Veil. I don't think it should be that way though.

That's it for now

Cheers

BeefontheBone
May 20, 2006, 03:30 AM
Oooh, just got a CTD when trading with an AI player for his world map (and some tech - my Sanitation for his Astronomy). Will see if it repeats when I load the autosave tomorrow.

Couldn't reproduce that one - I think it was just Civ being a memory hog.

The tooltip text for Pack of the Thingummies is the whole description from the pedia (and I still don't know what it does - haven't built it yet).

@Chamm: If it's like vanilla, you get the larger of the tile or culture defence bonuses, not both - you should get the benefit in low-culture cities. Not actually tried it, though.

Kael
May 20, 2006, 03:50 AM
The Priest of Leaves' Bloom ability seems not to work...an animation and sound effect appear but it does not leave any visible forest.

Yeah, it drops a "new forest" which takes a few turns to turn into a real forest. There isn't a graphic assigned to a new forest yet so it looks like it doesn't do anything. We need to get one added.

EDIT: The ring of flames? (Fire spell lv 2?) does not appear to actually cause any damage, does it have a low accuracy rate or is it just not working? I tried it three times to no effect.

Ill check it.

Corlindale
May 20, 2006, 03:52 AM
I play a summoner civ and summoned a skeleton which is not vanishing. Not sure if the skeleton should go after 1 turn (3 for summoners) or not.

Skeletons are not supposed to vanish. They stay until they die, but you can only have 1 per caster. The same applies to Summon Tiger and Summon Kraken.

Some leaders greet me using vanilla's Isabella's text.

Not all the new dialogue is finished, so we sometimes use dialogue from vanilla as placeholder.

The tooltip text for Pack of the Thingummies is the whole description from the pedia (and I still don't know what it does - haven't built it yet).

Yes, the tooltip needs to be fixed. The wonder gives you three strength 6 Hill Giants for free.

update: they are there. I just can't play those civs though.

I think they're supposed to be unplayable, but there's not much incentive to play them anyway, as most of them haven't gotten any special civ-specific stuff yet.

4. Alingment seem to be broken - they work only when one adopts a religion and before that everyone is 'neutral'.

Odd. They worked fine in the last version before official release. Are you certain the civs around you doesn't just happen to be among the neutral civs?

Skavian
May 20, 2006, 03:53 AM
I am getting Out of Sync errors when casting targeted spells (i.e. Charm). The person I am playing with sees the spell target selection box as well. Otherwise, so far, it works like a charm.

Kael
May 20, 2006, 03:54 AM
dark elves and mercurians are not playable, but when I started a game they are both listed among the AI civs, with the leader "random". I didn't seem to find them on the map though, I think they might not be there. I can't check for sure because it's a multiplayer game.

They are AI only civs right now.

edit: I play a summoner civ and summoned a skeleton which is not vanishing. Not sure if the skeleton should go after 1 turn (3 for summoners) or not.

Skeletons (along with Tigers and Krakens) last forever. But you can only have 1 per caster, so until the skeleton dies you won't be able to summon a new one.

Kael
May 20, 2006, 03:55 AM
I don't know if this is intentional or a bug:

- Orthus seems pretty peacefull in this version (actually both of them are just sitting around in the city they were created in and wait for your first hero to butcher them. Even though they could have destroyed all my cities they just bothered to attack weak unit close to their city - then went back) (played on prince difficulty)

Yeah, that will be fixed in the next patch.

Kael
May 20, 2006, 04:03 AM
Bugs:

1. I can't see flags on units - they're all white so I have to hover the pointer over them to check to whom they belong

Which civ?

2. Some leaders greet me using vanilla's Isabella's text.

Yeah im behind on diplomacy text.

3. Race specific units upgrade to default units instead of their race (ex. orc spearman -> axeman, instead of orc axeman)

Ill check it out.

4. Alingment seem to be broken - they work only when one adopts a religion and before that everyone is 'neutral'.

Ill check it out.

5. The Spire wonder (aka the Spiral Tower) doesn't give any money - probably because all the temples aren't tagged as 'religious buildings) [as you may recall, there was this problem with Spiritual trait not halving the time of temple construction. You went around that but there's still problem with the wonder]

Ill check it out.

6. How do walls work? I built a pallisade and it didn't increase my city's defence at all. The same was with a wall and a wall of stone (spell). Are they broken or do they work in a more mysterious way than in vanilla?

They should just adjust the city defence. Nothing special.

7. One more thing: religion specific heroes (and I'd believe other as well) can get The Cult of the Dragon promotion. It was amusing when I found out my Rosier the Fallen followed both the Cult and Ashen Veil. I don't think it should be that way though.

Good point, Ill block units that already have a religios affiliation.

Kael
May 20, 2006, 04:04 AM
Couldn't reproduce that one - I think it was just Civ being a memory hog.

The tooltip text for Pack of the Thingummies is the whole description from the pedia (and I still don't know what it does - haven't built it yet).

Ill fix it.

Kael
May 20, 2006, 04:06 AM
I am getting Out of Sync errors when casting targeted spells (i.e. Charm). The person I am playing with sees the spell target selection box as well. Otherwise, so far, it works like a charm.

Any thoughts on this Talchas?

c.fe
May 20, 2006, 04:27 AM
[...], I would love to get some CTD's fixed.

Well here is one of them. It seems to be a python bug so I attached the PythonErr.log. I'm just one turn before building the grimoire(sp?) and researching priesthood. For convenience I insert the PythonErr text here, too.

Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 965, in onBuildingBuilt

NameError: global name 'FFHFindClearPlot' is not defined
ERR: Python function onEvent failed, module CvEventInterface

Kael
May 20, 2006, 04:40 AM
3. Race specific units upgrade to default units instead of their race (ex. orc spearman -> axeman, instead of orc axeman)


Im unable to reporduce this, orc spearmen upgrade correctly to orc axemen. I suspect you may be seeing this in areas where the upgrade unit hasnt been added to the mod yet.

Kael
May 20, 2006, 04:41 AM
Well here is one of them. It seems to be a python bug so I attached the PythonErr.log. I'm just one turn before building the grimoire(sp?) and researching priesthood. For convenience I insert the PythonErr text here, too.

Traceback (most recent call last):

File "CvEventInterface", line 24, in onEvent

File "CvEventManager", line 173, in handleEvent

File "CvEventManager", line 965, in onBuildingBuilt

NameError: global name 'FFHFindClearPlot' is not defined
ERR: Python function onEvent failed, module CvEventInterface

Cool fixed, thanks.

Kael
May 20, 2006, 04:44 AM
Same for me.

Also, charm person doesn't seem to work.

Im unable to reproduce any problems with charm person. Maybe you were trying to target a tile without any living units in it, trying to charm a skeleton?

Frozen-Vomit
May 20, 2006, 05:02 AM
- Expansionist trait gives +2 health. Shouldn't that be +3 since 1.61?

Kael
May 20, 2006, 05:07 AM
- Expansionist trait gives +2 health. Shouldn't that be +3 since 1.61?

True, Ill fix it.

BeefontheBone
May 20, 2006, 05:09 AM
Just noticed a bit of an exploit - any summoner with Nature II can summon tigers which can then be used to build a Tiger Cage in each of your cities. Perhaps the Summoned promotion could preclude the building somehow?

EDIT: There doesn't appear to be a limit on the number of Sand Lions a unit can summon - is that deliberate?

I'm not getting any of the behaviour from Orcish Slaves that I should be - the models don't appear, the bottom of the interface is the same as whatever the last unit selected was, and you therefore can't build the Orc Cage or use them as workers (or put them to sleep), although the keyboard shortcuts might work - not tried them yet.

Teg_Navanis
May 20, 2006, 05:35 AM
Gilden Siveric is a national unit and can be rebuilt after death. Is this supposed to be so? All other heroes are world units.

Teg_Navanis
May 20, 2006, 05:38 AM
Yeah, it drops a "new forest" which takes a few turns to turn into a real forest. There isn't a graphic assigned to a new forest yet so it looks like it doesn't do anything. We need to get one added.

When a new forest created by bloom turns into a 'normal' forest, there is still no graphic for it.

Edit: Sometimes the graphic appears correctly, sometimes belatedly, sometimes not at all. Still haven't figured out if there is a pattern to it.

loki1232
May 20, 2006, 06:03 AM
Im unable to reproduce any problems with charm person. Maybe you were trying to target a tile without any living units in it, trying to charm a skeleton?

Is orthus living? Also, I don't think i got the "Orthus has been born" message the second time he spawned next to me. (in one game)

talchas
May 20, 2006, 06:11 AM
I am getting Out of Sync errors when casting targeted spells (i.e. Charm). The person I am playing with sees the spell target selection box as well. Otherwise, so far, it works like a charm.
Uhoh, thats me probably, I didn't test the targeted spells in multi, I'll do that.

Kael
May 20, 2006, 06:12 AM
Just noticed a bit of an exploit - any summoner with Nature II can summon tigers which can then be used to build a Tiger Cage in each of your cities. Perhaps the Summoned promotion could preclude the building somehow?

Yeap, thats intentional. But shame on you for using your nature powers for evil.

EDIT: There doesn't appear to be a limit on the number of Sand Lions a unit can summon - is that deliberate?[/quote]

Are you saying a caster can cast multiple sand lions spells each turn?

I'm not getting any of the behaviour from Orcish Slaves that I should be - the models don't appear, the bottom of the interface is the same as whatever the last unit selected was, and you therefore can't build the Orc Cage or use them as workers (or put them to sleep), although the keyboard shortcuts might work - not tried them yet.

They will be fixed in the next version.

Kael
May 20, 2006, 06:13 AM
Is orthus living? Also, I don't think i got the "Orthus has been born" message the second time he spawned next to me. (in one game)

He probably resisted, its hard to charm heroes. Thoguh there should have been a message for that.

Kael
May 20, 2006, 06:16 AM
Gilden Siveric is a national unit and can be rebuilt after death. Is this supposed to be so? All other heroes are world units.

Right you are, Ill fix it.

kevjm
May 20, 2006, 06:21 AM
The ashen viel savant isn't spreading religion, and the ahen viel promotion (in the civlopidia at least) doesn't lead to what I guess should be death promotions like the order equivalent.

I was able to use a single adept to raise a skeleton and give it a quality weapons promotion (no other adepts had these abilities) but I can't do the same again (with a new skeleton).

EDIT: Sorry, was trying to spread viel into an order city :blush:

Kael
May 20, 2006, 06:26 AM
The ashen viel savant isn't spreading religion, and the ahen viel promotion (in the civlopidia at least) doesn't lead to what I guess should be death promotions like the order equivalent.

I was able to use a single adept to raise a skeleton and give it a quality weapons promotion (no other adepts had these abilities) but I can't do the same again (with a new skeleton).

Skeletons don't "unsummon". Instead you are limited to 1 skeleton per caster that can cast the spell. So you should be able to summon 1 with your adept and you wont be able to raise another until the 1st one is dead.

kevjm
May 20, 2006, 06:37 AM
Skeletons don't "unsummon". Instead you are limited to 1 skeleton per caster that can cast the spell. So you should be able to summon 1 with your adept and you wont be able to raise another until the 1st one is dead.

Can you cast other spells whilst the skeleton is alive?

Chalid
May 20, 2006, 06:41 AM
Yepp you can cast otehr spells. The linmit does only concern the Skeletons (and Tigers/Krakens each one has a own limit through).

Teg_Navanis
May 20, 2006, 06:42 AM
When I summon a fireball with my arcane barge, it starts with 0/2 movement and disappears in the next round. Hence, I can't use it at all.

Teg_Navanis
May 20, 2006, 06:48 AM
Speaking of ships: Neither my arcane barge nor my galley can enter my cities.

Zurai
May 20, 2006, 07:28 AM
FFH2 is extremely slow to load for me. It takes about 5 minutes from the first Civ4 splash until it starts loading XML files, during which time nothing appears on the screen. This doesn't happen with the un-modded game or with any of the other (smaller) mods I tried it on.

Kael
May 20, 2006, 07:30 AM
FFH2 is extremely slow to load for me. It takes about 5 minutes from the first Civ4 splash until it starts loading XML files, during which time nothing appears on the screen. This doesn't happen with the un-modded game or with any of the other (smaller) mods I tried it on.

During that time Civ4 is copying everything in the mod directory and below into cache. Its about 350-400 meg so that time depends on how fast your computer can copy that quantity of data.

talchas
May 20, 2006, 07:40 AM
Any thoughts on this Talchas?
Found it. Apparently COMMANDs are run on all clients, so COMMAND_CAST, which calls setInterfaceMode, is run on all clients, meaning everyone gets the selection. I'll just have to make it use the method the normal Civ4 actions use.

Kael
May 20, 2006, 07:56 AM
Found it. Apparently COMMANDs are run on all clients, so COMMAND_CAST, which calls setInterfaceMode, is run on all clients, meaning everyone gets the selection. I'll just have to make it use the method the normal Civ4 actions use.

You are awesome, thanks Talchas.

mindlar
May 20, 2006, 07:56 AM
The ritualist when building a temple in an order city causes the following to happen:
1. Builds a temple
2. Adds Ashen Veil religion to city
3. Ashen Veil removed from city

Result is an order city with a temple of the veil.

Kael
May 20, 2006, 08:01 AM
The ritualist when building a temple in an order city causes the following to happen:
1. Builds a temple
2. Adds Ashen Veil religion to city
3. Ashen Veil removed from city

Result is an order city with a temple of the veil.

I'll get it fixed, thanks.

Frozen-Vomit
May 20, 2006, 08:05 AM
- Is water walking suposed to last forever? Seems strange the way it is working now, would be simpler if water II just gave walter walking without needing to be cast.

Kael
May 20, 2006, 08:07 AM
- Is water walking suposed to last forever? Seems strange the way it is working now, would be simpler if water II just gave walter walking without needing to be cast.

Yeah, it lasts forever (which was simpliar than having the player recast it everytime he wanted to cross water). We could have it automatically applied but that may confuse players who woudl think that there was a spell missing from that slot.

And potentially the promotion could get lost by dispel magic, or promotion steal concepts we may implement later.

sidamos
May 20, 2006, 08:23 AM
repeatable ctd attached here.... :-(

talchas
May 20, 2006, 08:35 AM
Ok, I hope this fixes the OOS problem, I'll have to wait till I get the ffh source to be sure, but I've uploaded r67 which should fix it.

BeefontheBone
May 20, 2006, 08:39 AM
When I summon a fireball with my arcane barge, it starts with 0/2 movement and disappears in the next round. Hence, I can't use it at all.

Actually, you can use it to defend the tile against attacks, but there is definitely something up with the ship code - none of them can enter port either. Note that the fireball spell cast by the arcane barge works as intended if you cast it from in a port (same as it would had any other mage cast it) but is close to useless when cast at sea.
Fireballs are also a bit vulnerable to first strikes from Privateers et al. - they might be a bit too powerful with immunity to them, mind. I believe splash damage is dealt before combat begins though.

I must have been wrong with the Sand Lions - I was expecting the limit for them to be 1 like the tiger and skeleton. It'd also be worth having the tooltip for the Summon Sand Lion spell state that you need to be on a desert to use it (not that it's hard to create one when you also have Scorch to hand :))

felwar
May 20, 2006, 08:42 AM
The orc slaying upgrade doesn't appear to be getting factored into the combat odds when I fight orcs and goblins. This could just be a display problem though.

A couple things that would help if I knew they were intended:

- No labor civics let you buy completion anymore
- The parthenon or any similar wonder is gone. Does this make marble unnecessary?
- library and herbalist no longer get a bonus from reagents

Sina
May 20, 2006, 08:47 AM
I seem to have a problem with Barbarians or rather a lack of a problem. :)

In both games I played so far Orthus never spawned and no barbarian cities were founded. There are a few Orcs and Goblins visiting now and then, but not many.

In the 2nd game the continent I am on is empty by now (I got rid of 3 civs with my 3 vampires) and there are still no barb cities. Is that intended?

BeefontheBone
May 20, 2006, 08:49 AM
Goblins aren't orcs. I've not noticed whether or not it's working against Orcs, though.

Incidentally, I don't appear to be able to whip population (despite adopting the Overlords' religion and running their civic). Do you need the even-more-evil Civic to do it or was it removed? Removing it makes watery maps a bit hard :)

darkonion
May 20, 2006, 09:02 AM
I'm about to build the Infernal Gilmore wonder in this file and it crashes on me... plz find out why and fix... and yes, i no i cheated usin the world builder but i wanted to get up there as fast as i could cause in my last file i didnt save... and there is no civic that lets u spend gold to finish a product... is that intentional or a bug?

Frozen-Vomit
May 20, 2006, 09:03 AM
- Elven Adepts have strenght 3, all the other ones only 2?

Chalid
May 20, 2006, 09:03 AM
The orc slaying upgrade doesn't appear to be getting factored into the combat odds when I fight orcs and goblins. This could just be a display problem though.


As far as i rmember Goblins are no "Orks". The Orc slaying Promotion is not displayed everywhere but it should be correctly calculated. It will be shown when a more flesible Module is checked in instead the now hardcoded Methodes. This module is coded and sheduled for when the rest of the Bugs are fixed.


A couple things that would help if I knew they were intended:

- No labor civics let you buy completion anymore

As far as i remember other civics allow rushbuing for gold. We do not have a civic that allows rush buying with population through. I hope we get one in in teh near future as i myself would like that too.

EDIT: You are right. They should give due to the design doc. Don't know why they give not.

- The parthenon or any similar wonder is gone. Does this make marble unnecessary?

That the parthenon is gone is on purpose, that tzhere are no mor marble wonder throu is unintentionall. Actually we just have not handed out faster production with resources for any of the new wonders. We should through.

- library and herbalist no longer get a bonus from reagents
Is intended. You still need reagents for Archmages and Summoners through. For sure they will get otehr uses in the future, too

darkonion
May 20, 2006, 09:07 AM
- Elven Adepts have strenght 3, all the other ones only 2?

i'll bet thats intentional cause it's a UNIQUE adept...

kevjm
May 20, 2006, 09:14 AM
Playing as Khazan (dwarves). I like how their dwarven soldier has a higher strength than the regular type btw.

In my game, I can build a Lurchiud (I think they are also dwarves) unique unit, the stone golem. The civlopidia seems to suggest this shouldn't be available to me. Should Khazan have access to this?

Kael
May 20, 2006, 09:21 AM
The orc slaying upgrade doesn't appear to be getting factored into the combat odds when I fight orcs and goblins. This could just be a display problem though.

It is correctly being applied to the percentages and relative strengths, it just doesnt get listed int he breakdown right now.

A couple things that would help if I knew they were intended:

- No labor civics let you buy completion anymore

Ill fix this (i feel bad cause the design team reported this and I didnt get it fixed).

- The parthenon or any similar wonder is gone. Does this make marble unnecessary?

There are 8 wonders that have their build cost halved from marble.

- library and herbalist no longer get a bonus from reagents

Yeap.

Teg_Navanis
May 20, 2006, 09:23 AM
Playing as Khazan (dwarves). I like how their dwarven soldier has a higher strength than the regular type btw.

In my game, I can build a Lurchiud (I think they are also dwarves) unique unit, the stone golem. The civlopidia seems to suggest this shouldn't be available to me. Should Khazan have access to this?

I can build one too (playing Ljosalfar), so it's probably a bug.

Frozen-Vomit
May 20, 2006, 09:34 AM
Quote:
Originally Posted by Frozen-Vomit
- Elven Adepts have strenght 3, all the other ones only 2?

i'll bet thats intentional cause it's a UNIQUE adept...

hmm... all elven unique units have the same stats as their normal counterparts, they are just unique because they have the elven promotion - so i rather think its a mistake ;)...

kevjm
May 20, 2006, 09:55 AM
Cities next to fresh water lakes appear to count as coastal tiles (they can built lighthouses, are affected by the Great Lighthouse wonder), but I'm not sure whether they can build ships.

felwar
May 20, 2006, 09:56 AM
Thanks for answering my earlier questions. I have some magic problems now though.

I may be reading the spell chart wrong, but when something says (runes) or (leaves) next to it, it means only that religion should get it correct? Or is this affected by the temples and religions in the city where the unit was built?

Also, I am assuming that the three paths and the levels mean that if you have summoning and nature 2, you can summon a treant.

Playing Amurites, Valledia, runes of kilmorph:

- Built a stonewarden who has earth 2 and divine but cannot cast earthquake.

- Same stone warden has body 2 and divine but cannot cast graft flesh.

- Transmutation does nothing when used on copper. Have not tried gold.

- Upgraded 2 adepts to conjurers. One has earth 1 and trained nature 1, cannot summon anything, but can cast treetop defense (chart says leaves only). The other has earth 2 and water 1, but cannot summon anything.

Wizards seem to work fine though. Although what does channeling do?

Nikis-Knight
May 20, 2006, 09:57 AM
bug, may have been seen, haven't read all the above--Jonas Endain of ember clans thinks he is Isabella when you first meet.

Also, How about a marble golem?

onedreamer
May 20, 2006, 09:58 AM
like someone has already reported, the UU stone golem can be built by anyone.

Kael
May 20, 2006, 10:02 AM
Cities next to fresh water lakes appear to count as coastal tiles (they can built lighthouses, are affected by the Great Lighthouse wonder), but I'm not sure whether they can build ships.

True, they will be fixed in the next version.

Kael
May 20, 2006, 10:08 AM
Thanks for answering my earlier questions. I have some magic problems now though.

I may be reading the spell chart wrong, but when something says (runes) or (leaves) next to it, it means only that religion should get it correct? Or is this affected by the temples and religions in the city where the unit was built?

Also, I am assuming that the three paths and the levels mean that if you have summoning and nature 2, you can summon a treant.

Playing Amurites, Valledia, runes of kilmorph:

- Built a stonewarden who has earth 2 and divine but cannot cast earthquake.

- Same stone warden has body 2 and divine but cannot cast graft flesh.

- Transmutation does nothing when used on copper. Have not tried gold.

- Upgraded 2 adepts to conjurers. One has earth 1 and trained nature 1, cannot summon anything, but can cast treetop defense (chart says leaves only). The other has earth 2 and water 1, but cannot summon anything.

Wizards seem to work fine though. Although what does channeling do?

Ahh. This isnt document very well. Basically the summoning 1 or divine 1 spell requires rank 2 of the spell sphere. The summoning 2 or divine 2 requires rank 3 of the spell sphere.

In looking at the list I see why that is so confusing.

Earthquake for example takes Earth 3 and Divine.

Channeling controls the max rank a unit can learn. So a unit with Channeling1 and Channeling 2 can learn rank 1 and 2 spells (but not rank 3 spells).

Kael
May 20, 2006, 10:09 AM
bug, may have been seen, haven't read all the above--Jonas Endain of ember clans thinks he is Isabella when you first meet.

Also, How about a marble golem?

Thats a good idea. I may just make stone golems buildable with either stoen or marble though since stone can be kinda hard to some across and its supposed to be the easiest golem for the luchuirps to build.

Black Whole
May 20, 2006, 10:18 AM
According to the civilopedia, Mardero and Sphener can create a great work (+177 million culture or so :D).

Th 'God King' civic gives +50% research intead of +50% production. Is this intended?

Corlindale
May 20, 2006, 10:19 AM
Th 'God King' civic gives +50% research intead of +50% production. Is this intended?

It is meant to give both +50% commerce and +50% production.

Black Whole
May 20, 2006, 10:25 AM
It is meant to give both +50% commerce and +50% production.
May be, but instead it gives +50% culture and +50% research. It is my favorite civic:cry: .

EDIT: 'The shadowed vale' and the 'Golden Wood' are meant to give +/-1 trade route yield and not +/-1% trade route yield, aren't they?

Kael
May 20, 2006, 10:29 AM
May be, but instead it gives +50% culture and +50% research. It is my favorite civic:cry: .

You guys are right, the civic is wrong. I'll switch it to commerce and prod.

talchas
May 20, 2006, 10:42 AM
Ok, kael, the files that changed are at http://members.aol.com/ben77/CvGameCoreDLL-FFH-difffiles.zip
I have tested this SP, but not MP yet.

These files already include your changes.

Also, the Promotions pedia page really needs to be updated with the different promotion and/or prereqs. For this to happen, the new SDK methods would need to be exported to python.

Kael
May 20, 2006, 10:44 AM
Ok, kael, the files that changed are at http://members.aol.com/ben77/CvGameCoreDLL-FFH-difffiles.zip
I have tested this SP, but not MP yet.

These files alread include your changes.

Awesome, thanks Talchas. I'll check it in so its in tonights patch and hopefully we will have some MP feedback by tomorrow.

Frozen-Vomit
May 20, 2006, 11:02 AM
- AI civ built their leader Basium twice ?

- In my currenct game neither treants nor Guardian Vines nor Djinns are disappering. Are they working the same way as kraken and skeletons?

- Isn't the baron a hero and should therefor have the hero promotion?

talchas
May 20, 2006, 11:06 AM
OK, I've added what is needed for correct Promo info in the pedia:
Add in CyInfoInterface1.cpp:

python::class_<CvPromotionInfo, python::bases<CvInfoBase> >("CvPromotionInfo")

.def("getPrereqOrPromotion1", &CvPromotionInfo::getPrereqOrPromotion1, "int ()")
.def("getPrereqOrPromotion2", &CvPromotionInfo::getPrereqOrPromotion2, "int ()")
.def("getPrereqOrPromotion3", &CvPromotionInfo::getPrereqOrPromotion3, "int ()")
.def("getPrereqOrPromotion4", &CvPromotionInfo::getPrereqOrPromotion4, "int ()")
.def("getPrereqAndPromotion1", &CvPromotionInfo::getPrereqAndPromotion1, "int ()")
.def("getPrereqAndPromotion2", &CvPromotionInfo::getPrereqAndPromotion2, "int ()")

.def("getActionInfoIndex", &CvPromotionInfo::getActionInfoIndex, "int ()")


and replace the CvPediaPromotion.py with this one.

Kael
May 20, 2006, 11:15 AM
- AI civ built their leader Basium twice ?

All of the civ heroes are like that right now, it will be fixed in tonights patch.

- In my currenct game neither treants nor Guardian Vines nor Djinns are disappering. Are they working the same way as kraken and skeletons?

Guardian vines should stay, djinns shouldnt.

- Isn't the baron a hero and should therefor have the hero promotion?

Not all heroes have the hero promotion (if that makes any sense). Duin shouldnt have it.

darkedone02
May 20, 2006, 11:15 AM
The Orcs in the Clan of Embers cannot change to any religions at all.

talchas
May 20, 2006, 11:36 AM
The fix I provided isn't all that is necessary. It will prevent a crash for spells that target an entire plot, but it won't work for ones that target units. The unit select dialog currently pops up on both computers. Don't remove the fix, as it will still help, and it will be necessary for the actual fix.

DMN
May 20, 2006, 11:41 AM
I got a CTD, too. Usually it appears when you end the current turn in the attached savegame. Once or twice it didn't crash immediately, but waited until I had chosen what I wanted to build next in my capital (Altar of the Luonnatar).

TheJopa
May 20, 2006, 12:01 PM
I merged high priest and immortal into flesh golem, using that same high priest (So he converted himself) However he lost ability to cast spells. His promotion "Casted" never removed.
Vampire can add 1000000+ culture in city.
Vampire governors specialist are not working. You can't assign them.
Feed ability does not work. I had lots of units in stack and it was still grayed-out. Bloodpet wasn't in stack, but it should still work.

Kael
May 20, 2006, 12:21 PM
I merged high priest and immortal into flesh golem, using that same high priest (So he converted himself) However he lost ability to cast spells. His promotion "Casted" never removed.

Ill check it out.

Vampire can add 1000000+ culture in city.
Vampire governors specialist are not working. You can't assign them.

Those will both be fixed in tongihts patch.

Feed ability does not work. I had lots of units in stack and it was still grayed-out. Bloodpet wasn't in stack, but it should still work.

Right now it just does bloodpets, ill get the other stuff in.

Nikis-Knight
May 20, 2006, 12:34 PM
one fix, one suggestion-
the imps don't unsummon.
And how about making god king give a differnt pair of +50% based upon which religion you have? I assumed the science boost was due to me being ashen veil. Maybe some could give culture, some production, etc.

Tycoon101
May 20, 2006, 01:16 PM
I was just playing a FfHII game, and I tried to reload an automatic save file. I clicked the save game and I waited...and waited...and waited... for about five minutes. Control-Alt-Delete didn't work (I tried it twice), and trying to escape to the desktop didn't work.

Thus it apparently froze up on me, prompting me to reboot the computer. Would this be a problem with the mod, or with CIV? I do the reloading of save games often.

Thanks for the awesome mod guys!

Kael
May 20, 2006, 01:17 PM
one fix, one suggestion-
the imps don't unsummon.
And how about making god king give a differnt pair of +50% based upon which religion you have? I assumed the science boost was due to me being ashen veil. Maybe some could give culture, some production, etc.

My testing shows Imps unsummon correctly. Are you sure you dont have the Summoner trait? (that would cause summoned creatures to last 3 turns instead of 1).

talchas
May 20, 2006, 01:36 PM
One more time about the bug, actually don't put that code in at all, I've made a whole bunch of changes, and I think that version may have had a bug that screwed up regular spells.

Kael
May 20, 2006, 01:40 PM
OK, I've added what is needed for correct Promo info in the pedia:
Add in CyInfoInterface1.cpp:


and replace the CvPediaPromotion.py with this one.

Checked in, thanks Talchas.

Kael
May 20, 2006, 01:41 PM
One more time about the bug, actually don't put that code in at all, I've made a whole bunch of changes, and I think that version may have had a bug that screwed up regular spells.

K, I'll take it out. Thanks for the warning.

Nikis-Knight
May 20, 2006, 01:45 PM
Yup, sorry, summoner trait. Now I don't feel bad about mercilessly exploiting it.

Kael
May 20, 2006, 02:26 PM
The patch is out, please move any new issues to the bug thread for 0.11a.

Thanks,
Kael

puck11b
May 20, 2006, 02:28 PM
From my first game as everyone's favorite madman...(I don't think they are reported yet, if they have been many apologies)

Barracks tool tip _says_ that it is required to build Dwarven soldier, however dwarven soldier is an option to build without the barracks

Tool tips for all techs in the choose you tech pop up all say "TXT_KEY_TECH_PLACEHOLDER_STRATEGY"

Culture drain from loki and gypsy wagons does not seem to occur.

(edit, removed one previously reported bug)

Nikis-Knight
May 20, 2006, 02:41 PM
is it intended that prophets are imediately upgradeable to mages? They should go to adepts first, else it is a shortcut to gaining the exp required.

DMN
May 20, 2006, 02:51 PM
I just wanted to add some information to the crash in my savegame above. I don't know whether this information helps you or not, especially since I saved this game with version 0.11, but I'll tell you anyway.

I've checked whether some AI civ might cause the crash and I checked their production in the ingame editor. I haven't found anything suspicious, but when I returned to the game, the crash didn't occur. When I reloaded and didn't open the world editor before finishing my turn, it crashed again.

TheJopa
May 20, 2006, 03:02 PM
About feed... It works on bloodpets, but it doesn't replenish moves. Just health.

onedreamer
May 20, 2006, 03:37 PM
The Adept can be upgraded to Summoner or Mage/Wizard only if it's first promoted to combat 2. This means that you can't build a summoner or mage directly. Since there isn't a reference about this on the Civilopedia, I don't know if it's intended or not.

Chalid
May 20, 2006, 03:39 PM
He has to be level 3 to be upgraded to mage or conjurer. Its independend of the Promotions. for archmage or summoner he has to be level 6

Zurai
May 20, 2006, 04:00 PM
During that time Civ4 is copying everything in the mod directory and below into cache. Its about 350-400 meg so that time depends on how fast your computer can copy that quantity of data.

Well, not to be annoying, but could you maybe look into finding some way to streamline that? It makes it a chore to run the mod on my computer; I generally only play for a half hour or so at a time, and wasting 5 minutes every time I start up is no fun. I realize that a lot of it is probably out of your control, and you have lots of other stuff to do right now; just would like to have it looked into at some point, is all.

Corlindale
May 20, 2006, 04:20 PM
I generally only play for a half hour or so at a time, and wasting 5 minutes every time I start up is no fun.

I agree that it can be somewhat annoying, but you can just spend these 5 minutes browsing the web or something, then it doesn't feel as bad.

mindlar
May 20, 2006, 04:42 PM
I have a consistent CTD after ending this turn. I believe it may be related to finishing researching the tech that allows summoners and my having a level 14 or 15 vampiric conjurer.

Samuelson
May 20, 2006, 10:08 PM
2 bugs.

Playing as Khazad I had a dwarvern warhammer build a mine, and I didnt check how many turns it would take. About 5 turns later I checked and it said 2147483647 turns.

In that same game,I built the Pack of Nilhorn and got the 3 giants. Later I was at war with the Infernal and sent one giant in to his territory to attack a worker, but instead of killing the worker they both shared the same square and nothing happened. I was not doing this to declare war, war had already been declared so this is a bug.

darkonion
May 25, 2006, 07:24 AM
I'm about to build the Infernal Gilmore wonder in this file and it crashes on me... plz find out why and fix... and yes, i no i cheated usin the world builder but i wanted to get up there as fast as i could cause in my last file i didnt save... and there is no civic that lets u spend gold to finish a product... is that intentional or a bug?

kael... have u fixed this yet?

Kael
May 25, 2006, 07:34 AM
kael... have u fixed this yet?

yes, its in the patch notes for 0.11a: http://forums.civfanatics.com/showthread.php?t=171661

darkonion
May 25, 2006, 07:38 AM
yes, its in the patch notes for 0.11a: http://forums.civfanatics.com/showthread.php?t=171661

thanx... and another thing... have u set it up so that i can ACTUALLY KNOW WHAT A TECH/UNIT/BUILDING/WONDER/CIVIC/PROMOTION and most importantly TRAIT does? i mean... IM SOOOOO FRUSTATED just trying to guess what somthing does...

Kael
May 25, 2006, 07:44 AM
thanx... and another thing... have u set it up so that i can ACTUALLY KNOW WHAT A TECH/UNIT/BUILDING/WONDER/CIVIC/PROMOTION and most importantly TRAIT does? i mean... IM SOOOOO FRUSTATED just trying to guess what somthing does...

I would suggest reading the first post of threads here allocated to each of those topics. Keep in mind that this is a playtest version of the mod, not a finished product. If you would like to be a part of the beta then feel free to play but some of the polish you would like to see does not exist yet. if you would like a more finished product I would recommend Fall from Heaven 1.

darkonion
May 25, 2006, 08:00 AM
I would suggest reading the first post of threads here allocated to each of those topics. Keep in mind that this is a playtest version of the mod, not a finished product. If you would like to be a part of the beta then feel free to play but some of the polish you would like to see does not exist yet. if you would like a more finished product I would recommend Fall from Heaven 1.

yes i no... but FfH1 DOESNT EVEN COME CLOSE to what FfH2 offers... im just letting u no that i cant really test much if i dont no what something does...

EDIT: i just looked over the main forums and THERE IS NOTHING THAT EXPLAINS WHAT THE NEW TRAITS DOOOOO... ive stopped playing FfH for now BECAUSE i dont no what leader has what BECAUSE there is nothing that tells me what they do (the traits)...

Chalid
May 25, 2006, 08:53 AM
yes i no... but FfH1 DOESNT EVEN COME CLOSE to what FfH2 offers... im just letting u no that i cant really test much if i dont no what something does...

EDIT: i just looked over the main forums and THERE IS NOTHING THAT EXPLAINS WHAT THE NEW TRAITS DOOOOO... ive stopped playing FfH for now BECAUSE i dont no what leader has what BECAUSE there is nothing that tells me what they do (the traits)...

How about that Thread?

http://forums.civfanatics.com/showthread.php?t=159364

darkonion
May 25, 2006, 10:33 AM
How about that Thread?

http://forums.civfanatics.com/showthread.php?t=159364

THANK YOU!!! :D ... :lol:

Sarisin
May 25, 2006, 10:51 AM
I have played dozens of CIV4 vanilla games and your great mod too. This is the first time I ever saw one of the AI civs allied with the barbarians. ;)

I like to have two games of FFH going at the same time. One a regular game at marathon speed. Then, for more action I like to play what I call Barbarian Invasion. I choose a huge map with one less civ (9) at Prince, set it for Raging Barbarians and sit back and watch 'em come. It is a different strategy entirely as those who try to expand quickly are soon overrun by the barbarian hoards. I usually get only 1-2 cities established to protect with their improvements. It is really then a matter of watching the AI civs go down one by one while you fight off the stacks of barbarians. Those Lizard Men buggers are particularly a nuisance as they sit in small lakes off my cities and attack while I cannot get to them:cry:

Anyway, today I was playing my favorite civ, Hippus, with those great Raider units. I had a real job on my hands as Orthus came a knockin' at my door early with a stack of 20+ of his cronies. I dispatched them and got his axe. I was feeling really good about myself until I noticed something I had never seen before.

The civ next to me was Jonas Endain. It had built a city just next to mine. I noticed all the other civs had been wiped out by the barbarians. Nothing new there. However, I also noticed that the suckers were bypassing Jonas cities and improvements and just coming for me... in waves I had not seen before. The biggest stack was in the 40s.

But, here's what really got me...

I noticed not only did the barbs ignore Jonas' units, but they even SHARED SAME TILES. Huh? Although we were definitely not at war and Jonas did not attack me, he appeared to be allied with the barbs.

I'm not sure of the race of Jonas Endain, but the units looked the same as the barbarians - Orc Spearmen anyway.

Needless to say, this game is not very winnable as Jonas is free to build up his civ while I get the pleasure of defending again 40+ stacks of barbs.

A bug, or is it possible for a civ to ally with barbarians?

Anyway, thanks Kael to you and your team for the great mod. I am a retired American diplomat living in Bangkok, Thailand and your mod has really made my retirement much more enjoyable. :lol: :lol:

dreiche2
May 25, 2006, 10:58 AM
Hi Sarisin,

I think I can answer that for you, the trait 'barbarian' means that you are at peace with the barbarians. Have a look here for an overview:

http://forums.civfanatics.com/showthread.php?t=159364

Probably on such a map it is very unbalanced, as you say.

Sarisin
May 25, 2006, 11:11 AM
Hi Sarisin,

I think I can answer that for you, the trait 'barbarian' means that you are at peace with the barbarians. Have a look here for an overview:

http://forums.civfanatics.com/showthread.php?t=159364

Probably on such a map it is very unbalanced, as you say.

Yep, you are correct - that is, the last AI Civ, Jonas Endain, is at peace with the barbarians, not me. That explains why they are only attacking me and sharing tiles with him. As I said, time to give up on this game as I cannot deal with all the barbs while the AI is free to expand its civ.

Thanks for the heads up and I apologize for putting this in the bugs forum as it is not a bug.

So much to learn in this mod, and so much fun doing it!:)